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General Tabletop Discussion
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How do YOU handle a Fastball Special, and other team manuevers?
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<blockquote data-quote="Immortal Sun" data-source="post: 7589512"><p>It's not incompatible, but there's a point where they diverge. </p><p></p><p>Especially if you're operating under a "Rule of Cool" or "Try Anything Once", the players should be approaching you with ideas that sound cool, look cool, but may not produce optimal results. If you're optimizing, you're angling towards what is most effective and efficient first, and what seems really cool second. Heck take a look at the CharOp boards, some of those builds are <em>really cool</em> but their primary purpose is optimization.</p><p></p><p>It's just odd to me that Hawk seems to have this idea that somehow the Fastball Special would be both cost-effective and powerful. Neither of the party members are supers. Colossus has super strength. Not like, a 22, but like, a 200. Wolverine has heightened agility, strength and <em>adamantium claws</em>. That's like, <em>a lot of damage</em>. Some Gnome Rogue or a Tiefling Monk and the strong-man throwing them well...<em>don't</em>.</p><p></p><p>It's not really. It's cool but inefficient unless there's some kind of terrain obstacle preventing you from charging or something else covered by the rules that allow you to move a large distance really fast and do some extra damage. And even then it's really only about as effective as flying over the terrain obstacle. </p><p></p><p>This is just my experience talking: but when players ask to do things outside of the rules, there are one of 3 typical reasons:</p><p>1: They want to do something cool with little concern of the results.</p><p>-I tend to be more generous with these folks. I know my players, I know when it's cool, I know when it's gaming. I tell them to roll, they don't question or quibble, they just do it. </p><p>2: They are trying to come up with a creative solution to a unique problem.</p><p>-These situations are rare and are mostly produced by players overthinking the problem.</p><p>3: They are trying to game the system.</p><p>-Again, I know my players, I know when folks are trying to gain an advantage without paying for it. I tend to be stricter with these people. They argue with me. They attempt to rules-lawyer the situation. They question why they need to make XYZ roll.</p><p></p><p>If I tell Cool Guy 1 that it's 17 Acrobatics checks all DC 9000+ they'll roll them no matter what.</p><p>If I tell Powergamer 3 that it's one DC 10 Acrobatics check, they'll argue that it ought to be a different check they're better at and be a bonus action so they still get all their attacks and maintain their movement and only a DC 5.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7589512"] It's not incompatible, but there's a point where they diverge. Especially if you're operating under a "Rule of Cool" or "Try Anything Once", the players should be approaching you with ideas that sound cool, look cool, but may not produce optimal results. If you're optimizing, you're angling towards what is most effective and efficient first, and what seems really cool second. Heck take a look at the CharOp boards, some of those builds are [I]really cool[/I] but their primary purpose is optimization. It's just odd to me that Hawk seems to have this idea that somehow the Fastball Special would be both cost-effective and powerful. Neither of the party members are supers. Colossus has super strength. Not like, a 22, but like, a 200. Wolverine has heightened agility, strength and [I]adamantium claws[/I]. That's like, [I]a lot of damage[/I]. Some Gnome Rogue or a Tiefling Monk and the strong-man throwing them well...[I]don't[/I]. It's not really. It's cool but inefficient unless there's some kind of terrain obstacle preventing you from charging or something else covered by the rules that allow you to move a large distance really fast and do some extra damage. And even then it's really only about as effective as flying over the terrain obstacle. This is just my experience talking: but when players ask to do things outside of the rules, there are one of 3 typical reasons: 1: They want to do something cool with little concern of the results. -I tend to be more generous with these folks. I know my players, I know when it's cool, I know when it's gaming. I tell them to roll, they don't question or quibble, they just do it. 2: They are trying to come up with a creative solution to a unique problem. -These situations are rare and are mostly produced by players overthinking the problem. 3: They are trying to game the system. -Again, I know my players, I know when folks are trying to gain an advantage without paying for it. I tend to be stricter with these people. They argue with me. They attempt to rules-lawyer the situation. They question why they need to make XYZ roll. If I tell Cool Guy 1 that it's 17 Acrobatics checks all DC 9000+ they'll roll them no matter what. If I tell Powergamer 3 that it's one DC 10 Acrobatics check, they'll argue that it ought to be a different check they're better at and be a bonus action so they still get all their attacks and maintain their movement and only a DC 5. [/QUOTE]
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